Prerequisites: Completion of the quest "Awakening" Quest Giver: Serana Region: Dimhollow Cavern, Castle Volkihar Reward:Dawnguard side - none, Vampire side - Vampire Lord abilities, extensive items to be found as loot in Dimhollow Cavern
Summary: You must escort Serana out of Dimhollow Cavern and to Castle Volkihar. There, you will be presented with a choice to support either the Dawnguard or the vampires in the future.
Quest Description
Escort Serana to her home
This quest begins during the conversation with the newly freed mysterious woman. As the dialogue continues, she introduces herself in a friendly manner as Serana and confesses to being a vampire. She notes that she neither recognizes the surroundings nor knows how long she was imprisoned. Her only wish now is to go home to find out what happened. She mentions that her parents have a strained relationship and that she has some concerns regarding her father. She admits that she is carrying an Elder Scroll, but prefers not to delve deeper into the subject at the moment.
The exit from the cavern room is located on the other side of the ceremonial structure.
Crossing a bridge leads to the other side of the massive cavern, where additional mounded graves and gargoyle statues are located. Upon approach, two of the statues come to life and attack. Serana stands by your side in combat. A door leads out of the cavern room, entering a hall filled with Draugr and skeletons. The path continues into an arena where a few Draugr and skeletons have been waiting for visitors on the spectator stands for ages. Adjacent to it is a Word Wall an ("Drain Vitality"), and a powerful Draugr Deathlord guards a large chest. Through the final door, you exit into the open world, where Serana welcomes the fresh air and comments on the weather.
Optional: You can initially fast travel to Fort Dawnguard to report the discovery to Isran. However, Serana will immediately turn back there and walk to the entrance of Dayspring Canyon, where she will wait. The proximity to Fort Dawnguard supposedly causes her dismay. You can report to Isran what you found inside Dimhollow Crypt, whereupon he deduces that the woman possesses something valuable or must be valuable to the vampires herself. You are instructed to do what she asks and to determine who else lives in this castle near Solitude.
If you have not discovered Castle Volkihar before, you can undertake the long journey on foot or arrange a passage at the docks of a port city. When you state the destination - "An island near the High Rock border" - the ferryman demands a hazard fee because the place is said to be cursed. For 500 gold pieces, you are dropped off at Icewater Jetty, from where you now have to row yourself.
From Icewater Jetty, it is not much further to Castle Volkihar.
Serana's ancestral home rises high on a rocky island. Before entering the castle, Serana asks you to hold back inside and let her take the lead. After entering the fortress, you are intercepted by Vingalmo, the close advisor to the lord. However, his astonishment over Serana's return makes him forget about strangers, and he runs into the banquet hall, to announce the news. Serana moves ahead, and you should follow her.
Speak to Harkon
Lord Harkon welcomes his long-lost daughter and is visibly pleased to know that the Elder Scroll is also here. Upon inquiry, Serana explains to him that the mortal being (the player) rescued and freed her. Lord Harkon then turns to the player and expresses his gratitude for the safe return of his daughter. Then, formal introductions are made, and the Lord points out that his family belongs to the oldest and most powerful vampires in Skyrim. After also mentioning his wife's betrayal, he wishes to reward the player's great service. He offers his blood so that you can move like a lion among sheep and never fear death again. If you refuse this gift, you will become prey and be banished from this hall. To convince you of the offer, he transforms into his Vampire Lord form.
Now you must choose between the vampires and the Dawnguard.
If you politely refuse his offer, he teleports the player out of the castle onto the beach. You have chosen the Dawnguard, and the quest ends here. The next one starts automatically.
If you accept his gift, you are grabbed and bitten by him. Everything turns black, and you slowly regain consciousness in the castle's cathedral. Lord Harkon then speaks about his past as a mortal, about Molag Bal, and the gift given to his family. Once the player's body has adapted to the new blood, Lord Harkon explains the true power of the blood of the ancients, and after you temporarily assume the Vampire Lord form, he explains the new abilities and how to use them. He then mentions the first task that will test your newly acquired powers and sends the player to Garan Marethi. This completes the quest, and the next one begins immediately.
With the choice for or against the vampires, the main plot of "Dawnguard" diverges. For the duration of the next two quests, you will only follow the storyline you have chosen. The quest "Seeking Disclosure" reunites both paths, and all subsequent quests proceed identically for both sides again.
Serana's Unique AI
Bethesda put a vast amount of effort into the NPC Serana. She is arguably the NPC with the most complex AI in the entire game. While other NPCs specialize in a specific behavior (merchants, mercenaries, cooks, miners, etc.), Serana masters all of these behaviors in addition to her quest-related actions. This becomes highly apparent when taking her along as a follower.
The term follower applies to Serana more literally than to any other NPC. She does not just walk behind you; she accompanies you. Unlike Housecarls or mercenaries who follow every step and execute every command precisely, Serana's behavior appears unpredictable and independent. If you tell Lydia to "Wait here," she stands exactly in that spot and waits. If you tell Serana to "Wait here," she will stay in the area, but she does not stand at attention; instead, she interacts with the environment. She walks around, leans against a wall, sits on the stairs, or sits cross-legged on the floor.
She also does this automatically if you stop anywhere for 5 seconds. When you want to move on, you often have to look around for her first - she might be chopping wood or mining ore somewhere (which she starts doing just 5 minutes after awakening). Inside buildings, she looks for a place to sit, even in adjacent rooms. In shops, she sometimes stands behind the counter and acts as a merchant. If she finds an Arcane Enchanter, she focuses on it or mixes something together at an alchemy lab. She does all of this on her own, without being prompted. In taverns, she sits at the bar and has a drink. Or she joins other guests, joins the celebration, dances, and applauds the bard. Along the way, she occasionally comments on the weather or the surroundings. She also behaves accordingly at both altars of Molag Bal - at the one in Markarth, she mimics the behavior of the priest Logrolf, while she kneels devoutly before the one in the Volkihar Cathedral. In High Hrothgar, she greets the Greybeards respectfully with a nod and sometimes even immerses herself in meditation.
You can give Serana alternative clothing, but the items must surpass her Royal Vampire Armor, which makes her appear quite picky.
She also possesses a unique set of gestures. However, in some dialogues, the arm-waving becomes so excessive that one might think she is about to wet her pants.
Pros:
As a combat follower, she is exceptionally valuable. She levels up with you up to level 50 and masters scaling spells such as Ice Spike, Lightning Bolt, and Vampiric Drain. She is also proficient with a blade and in sneaking. A crucial advantage of Serana is her immortality. Even after the Dawnguard quests, she cannot die - not even by the player's hand (unlike Lydia). She is one of the strongest companions in the game.
She can be persuaded to cure her vampirism. However, as long as she remains a vampire, she can transform the player into a Vampire Lord at any time upon request. Her pure vampire blood also plays a major role in the prophecy. Thus, her vampirism provides benefits, especially since she refuses to marry anyway.
Serana can act as a permanent second follower (or a third, if a dog is also present). This allows you, for example, to pack 3 inventories full of loot.
Cons:
Her unprompted interaction with environmental objects can lead to unnecessary interruptions in the flow of the game or even cause damage. For example, if you finish shopping and leave a store, Serana might not follow right away because she needs to finish her current action first (sitting, cooking, mixing potions, etc.). It can take a while before she leaves the shop and follows you. Even fast travel does not help in this case. She will eventually exit the shop and make her way to the player on foot.
Often, you wish she would just stand still. However, she rarely does and sometimes pushes the player. This is fatal at cliffs or in front of pressure plate traps. She frequently triggers traps herself, and not just due to her restless wandering. For instance, inside Yngol Barrow, you must solve a rotating pillar puzzle before flipping the switch. There is no chance with Serana. You will not be able to stop her from messing with the lever. The poisoned dart trap is constantly triggered.
In combat, she regularly raises the dead. This is actually unnecessary since she is powerful enough on her own. She casts this spell "instinctively" and as an area-of-effect spell. If an enemy appears somewhere on the horizon, undead foxes or some skeletons - which you otherwise would have barely noticed - are suddenly standing by her side. She even raises dead she cannot see, including behind walls or in inaccessible areas. Often, you want to loot a dead bandit but cannot because Serana just reanimated them. In narrow tunnels, these reanimated corpses become an unnecessary obstruction.
If Serana is present as a second follower, friendly fire can occur in battle, causing both followers to attack each other. Serana will eventually kill the other one.
Some Dawnguard quests are designed so that Serana "forcibly accompanies" the player. The "Wait here" dialogue option is not available during those times. However, just like with other followers, you can put her into command mode and point to a spot where she should wait. She will comply, but unfortunately, there is no "Come with me" dialogue option in these quests (and a quest completion is only possible with an active Serana). This wait mode can be ended by waiting yourself for three days. There are, however, special quest situations that automatically end the wait mode, such as retrieving Auriel's Bow from the shrine.
As good as Serana is in combat and as refreshing as her restlessness can be - over time, the disadvantages can become increasingly annoying.
Known Bugs
If you plan to choose the vampire side, it is recommended to save the game before speaking with Harkon as a precaution. It has been reported that some players do not survive the "act of the gift".
Tips & Notes
Immediately after being freed, Serana joins the player as a follower (in addition to any currently active follower). However, this is solely with the goal of entering her home together with the player. You cannot order her to wait during this phase of the game - she will continue to follow regardless, albeit at a greater distance. It is also impossible to dismiss her, as she will refuse. Furthermore, she flatly declines any inventory trading at this point. While she can already be helpful as a combat companion now, there will be opportunities to take her along as a regular follower during the upcoming quests.
Serana cannot state how long she was imprisoned. However, from her lack of knowledge about an empire, one can deduce that it must have been at least 1,700 years (Reman Cyrodiil I). If one interprets her surprise to mean that even the Alessian Empire is unknown to her (despite her appearing well-educated), then she spent at least 4,200 years here. Since the crypt of Dimhollow Crypt dates from an even earlier era, this timeframe would also fit Brother Adalvald's notes. This time estimation is further supported by Serana's later statement that "another few thousand years of obsession haven't exactly done [her father] any favors." From this perspective, Serana should, for example, be surprised by Dark Elves - as they were created during her "absence."
An even earlier dating is possible when considering the statements made by Valerica and the dragon Durnehviir. To avoid spoilers at this point, see the notes in "Beyond Death."
Why Serana does not dare to approach Fort Dawnguard remains a Bethesda mystery. She turns back even though the fortress is not yet visible. Furthermore, she can neither know about the structure nor its significance. There are also no supernatural energies there that she could sense. This makes even less sense when considering that she later travels here alone and even enters the fortress. It all feels too contrived...
If you have already discovered Castle Volkihar beforehand, Serana will address you in the initial conversation with the same dialogue she would normally use directly in front of the castle gate (asking you to hold back).
Exploring the other side of the cavern room with the ceremonial structure reveals the remains of a novice conjurer, a chest, an urn, and 4 malachite ore veins. In the next room, loose healing potions, 2 urns, and 2 chests can be found. In the adjacent arena area, 4 malachite ore veins and a treasure table behind the Word Wall are located.
In the conversation before entering Castle Volkihar, it is advantageous to ask Serana how she is feeling. She will not forget this caring gesture and will be more receptive to certain topics as the story progresses.
If you refuse Lord Harkon's gift, he uses a spell to remove the player from the castle and lock it. Why he does not use this powerful ability against his enemies in the future is something only Bethesda knows.
If you refuse the gift of blood here, you will still have the opportunity to acquire Vampire Lord abilities later on - even if you support the Dawnguard.
Lord Harkon is capable of curing lycanthropy. If you ever cure yourself of vampirism later, you will be able to become a werewolf again. No perks will be lost.